Homebrew Awakened Slime Species Details
Normally slimes are weak mindless creatures who spend their lives eating anything or anyone they come across. However every now and then a slime will gain sentience. The reasons for this aren't always the same. Some are changed by powerful arcane energy. While others may change after eating someone with a particularly strong personality. Ether way these slimes gain an intelligence and a new sense of self.
Awakened Slime Traits
Slimes tend to typically look like melted Goo in their true form, but they are hardy and durable creatures, complete with a knack for versatility although Under stress, the slimes tend to go berserk.Slime Body
Due to the almost liquid form piercing damage is ineffective against Advanced slimes, and as your liquid like form flows almost constantly Acid is instantly diluted throughout yourself.
Manipulative Limbs
Due to the ability to manipulate your form, you have increased precision over your movements yet as of your gelatinous consistency you are far more easy to overpower in strength
Shifting form
As your form shifts frequently, you struggle to wear amour and it is more inconvenient than beneficial.
Internal Storage/Analysis
With a technically infinite storage, items the are store are dissolved and dematerialized until needed hence the items may be rematerialized at no cost due to not throwing the materials out or digesting them, once the items are brought out the items may be down/upgraded or produced to a larger quantity due to their recreation (I.E roll 1d100 1-25>poisonous/broken 26-49>partially consumed/damaged 50>Same condition as it was absorbed 51-75>Larger quantity is produced(1d2 per item excluding keys and rare items)/items Repaired 76-100>Complete upgrade(armor, weapons, items)95-100>Large quantity Produced (1d8 per consumable, 1d2 rare consumables))
If the Mc is under the class rouge, artificer, transmutation wizards, or a Druid the items blueprint(rouge) or recipe(Druid) is known once absorbed.
Homeostatic State
You do not eat or drink as most creatures do, but instead receive nutrients from material dissolved within you. You cannot become intoxicated from ingesting alcohol, and have advantage on saving throws against ingested poison. You do not sleep and magic cannot put you to sleep. Instead, you enter a torpor during which time you remain semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Devouring Mass
You may also choose to devour a creature that died no more than 24 hours ago to gain their form for your Change Appearance trait. You may also gain a few important memories and a general idea of the creature's will and outlook in life, at the discretion of the DM. You can only do this once every 1d8 days You can only remember a total of 5 different creatures. You may forget an old form to gain a new one.
Change Appearance
As an action you may transform your appearance or revert to your natural form. You can't duplicate the appearance of an individual you've never consumed with your Devouring Mass trait, and you revert to your natural form if you die or fall unconscious. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing features. Additionally, you always bear a general resemblance to the individual you consumed to gain the mimicry. You may choose to change into a creature up to one size larger than you, in which case you receive the bonuses and penalties associated with your new size category for the duration of your transformation. Your clothing does not transform with you. You may may also take on the appearance of a non-humanoid creature that meets the above criteria, but you do not gain any of its special abilities or stats.
Corrosive Form
You are proficient with your unarmed strikes, which deal 1d4 acid damage on a hit. You also gain resistance to acid damage.
Amorphous
Your fluid body allows you to move through spaces as narrow as 1 inch without squeezing. Non-magical restraints do not work on you, as you can just slip right out. Your racial type is Ooze.
Fluid Body
Do to the fluid nature of your body, you cannot wear conventional armor or jewelry in your true form. Instead, you have a base AC of 13+Constitution modifier.
Ability Score Increase
Choose a ability score to increases by 2.
Mana Sense
You cannot see due to not having eyes and must sense the world around you with mana, you are immune to illusions that use sight, you can sense living/undead being within 20 feet, you cannot be blinded or dazed, and can pin point items within 40 feet.
Sticky
You cannot be knocked off the ground unless you are mid-jump or allow it to happen.
Size
In their true form slimes range anywhere from 2 feet tall to 4 feet tall. Their girth almost always exceeds their height. It is rare for a slime to exceed even 60 pounds, with most weighing in between 20 and 40 pounds.
Age
Immortal
Alignment
Slimes tend toward chaos due to their fluid nature, but may be anywhere on the spectrum of good and evil, depending on how they control their instinct to devour everything.
Speed
Your base walking speed is 20 feet. Most slimes make small hops to travel when moving at full speed.
Slimy Coat
You are able to latch on to a party member and become their armor, you take on all the damage they receive until you leave or die. This can be used outside of combat to share strength attributes for assistance and move with them.
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